It's actually entirely relevant; thus the "invulns are fine" bit. Because, well, invulns are completely fine. They're actually one of the things that most differentiates tanks in this game from a lot of other MMOs, because in all the MMOs I've played over the years I've almost never seen a "I can't die" button on tanks in others.
It's actually entirely relevant; thus the "invulns are fine" bit. Because, well, invulns are completely fine. They're actually one of the things that most differentiates tanks in this game from a lot of other MMOs, because in all the MMOs I've played over the years I've almost never seen a "I can't die" button on tanks in others.
Easiest example for an "I can't die button" would probably WoW's Divine Shield but yes. I certainly don't want it to be on a gauge so that the devs decide when I get to use my cooldowns, it only takes decision making away from the tank and says "you use your abilities the way we want you to, when we want you to"...no thanks to that.
You should try XI, where they do differentiation much better. Invulns came from there, where they were referred to as "1-hr" CDs before they got buffed to be 30min CDs.It's actually entirely relevant; thus the "invulns are fine" bit. Because, well, invulns are completely fine. They're actually one of the things that most differentiates tanks in this game from a lot of other MMOs, because in all the MMOs I've played over the years I've almost never seen a "I can't die" button on tanks in others.
New Job Ideas
Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle
They were originally 2hr abilities. And they weren't even all true invulnerability. Invincible didn't block magic. Perfect Dodge didnt' dodge magic. No idea about now though, with all the stuff you can get from Job Master skill tree enhancement.
My favorites were always Chainspell and Mighty Strikes. Chainspell was almost true invulnerability if you used it to cast defensive spells. Mighty Strikes went under the radar for a long time cause people didn't believe that it affected weaponskills, which I never understood, because it was easily observable firsthand heh.
oh yeah dang you're right. It's been so long since they buffed them that I forgot 2 hours, not 1 haha.They were originally 2hr abilities. And they weren't even all true invulnerability. Invincible didn't block magic. Perfect Dodge didnt' dodge magic. No idea about now though, with all the stuff you can get from Job Master skill tree enhancement.
My favorites were always Chainspell and Mighty Strikes. Chainspell was almost true invulnerability if you used it to cast defensive spells. Mighty Strikes went under the radar for a long time cause people didn't believe that it affected weaponskills, which I never understood, because it was easily observable firsthand heh.
But that's what I mean though, Rune Fencer's ultimate blocked all magical incoming damage whereas PLD's blocked all physical, and unlike XIV, that actually means something in that game since there's different optimal setups for different bosses and all.
But yeah, once they came out with Rune Fencer, the endgame tank balance really found its stride imo. Ninja and Thief are great to see how they work, but with the subjob system in place, you could just go /NIN49 and be good to go as RUN or PLD if you needed shadows.
New Job Ideas
Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle
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